The Midnight Minaret — Curios of Light and Bane

Est. 2025 Rakshasa (fiend) Arcanist (occasional clerical rites)

The Midnight Minaret — Curios of Light and Bane

Sahir is a rakshasa who adopted a merciful, anti-evil persona after a cataclysmic bargain; he speaks with honeyed Persian-accented Common and insists on smellin...

SA

Shopkeeper

Sahir al-Zalim, a Rakshasa (fiend) Arcanist (occasional clerical rites) (Lvl 8)

Keeper's Species

Rakshasa (fiend)

2 Potions5 Misc3 Weapons2 Armor5 MiscEst. 2.6k gp

Shop Inventory

(17)
Potions2

Clear, cool liquid in a small alabaster phial; glows faintly when evil is near. Restores minor wounds.

Heal 1 HPHeals HP when drunk. If consumed within 10 ft of an undead or evil outsider, the potion emits a pale light for 1 round (acts as a torch).

A silvery liquid that warms the throat. Grants a small bonus to saves vs. evil-aligned effects for 10 minutes.

+1 resistance bonus on saving throws against evil-aligned spells and effects for 10 minutes.
Miscellaneous5

A rolled strip of parchment inked with a starlit charm. Grants temporary protection from evil creatures when read.

As the spell protection from evil (1st-level cleric spell). Caster Level assumed 1 for pricing; actual CL noted by Sahir when sold.

A copper-flecked scroll that hums in the presence of cursed steel. Temporarily imbues a weapon with a +1 enhancement.

Functions as the Magic Weapon spell (1st level). Grants +1 enhancement for 1 minute/level.

Parchment bound in black-silver thread; when read, a sigil appears that binds or repels weaker undead for a short time.

Functions as a 2nd-level Necromancy scroll (Sahir uses a CL 3 price): seals or repels undead of CR lower than the caster level; exact effect follows GM ruling.

A faintly fragrant scroll. When read, it attempts to protect a target from hostile attacks.

As the Sanctuary spell (1st-level). Useful for protecting a wounded ally or delaying an enemy's approach.

A parchment inked with a hymn; when read, it bolsters allies in a small area.

Grants allies within 50 ft a +1 morale bonus on attack rolls and saves vs. fear for 1 minute (as Bless).
Weapons3

A curved blade with an inlaid motif of interlacing moons; perfectly balanced and wickedly sharp.

Masterwork: +1 on attack rolls (no enhancement bonus to damage).

A short, elegant bow crafted from dark wood and bound with silver wire; favored by desert scouts.

Counts as composite for strength bonus up to +2; masterwork quality (+1 attack).

A small, finely balanced dagger with a silvered blade; inscribed with tiny runes against unclean things.

Silvered weapons bypass DR/evil silver where applicable. Masterwork grants +1 attack. Good for dealing with lycanthropes or creatures with silver vulnerability.
Armor2

Treated and flexible leather armor, dyed the color of midnight sand.

AC +2

A finely woven mail shirt covered with labyrinthine etchings that faintly repel malevolent intent.

AC +4Masterwork: +1 on checks related to armor (no armor bonus increase).
Miscellaneous5

A small tin of powder made from sanctified charcoal, frankincense, and bone ash. When burned it weakens minor evil presences.

When burned as incense in a 10-foot radius for 1 round, gives creatures favoring Good a +1 morale bonus on checks vs. fear and a +1 on saves vs. fiendish compulsion for 10 minutes. Causes minor discomfort to summoned lesser demons (–1 on their attack rolls for 1 round).

An ornate hand-shaped amulet carved from obsidian and inlaid with moonstone; whispers when danger is near.

Once per day, grants the wearer a +1 deflection bonus to AC for 1 round or a +1 insight bonus on a single saving throw vs. an evil-aligned effect (Sahir decides which is applicable).

A small glass phial of consecrated water that burns evil creatures on contact.

Standard holy water effect: when thrown at an undead or evil outsider, deals points of damage to a typical undead (subject to GM). Effective, cheap anti-evil tool.

A pouch of pale sand ground from sacred desert glass; rubbed over a wound it stings and cools, discouraging necrotic taint.

When applied to a bleeding or infected wound, grants +1 on Fortitude saves vs. disease/poison for the next hour. Ten single uses per pouch.

A small bundle: oil flask, tinderbox, chalk, 10-ft rope (hemp), 2 iron spikes, wax, and a simple vial.

SA

Sahir al-Zalim

Rakshasa (fiend)Arcanist (occasional clerical rites)Lvl 8

Shop Atmosphere

Sahir is a rakshasa who adopted a merciful, anti-evil persona after a cataclysmic bargain; he speaks with honeyed Persian-accented Common and insists on smelling a customer's hands before selling anti-evil reagents. He will sell to anyone who seems likely to oppose true evil but refuses to knowingly arm blatant villains. The shop smells of sandalwood and ozone; wards inked across the ceiling pulse faintly at night. Sahir occasionally offers free advice, but each 'favor' he performs may later require a story or promise in return — never outright coin. Despite being a fiend, he detests infernal cults and will give modest discounts to characters who show evidence of having opposed such cults (roleplay encouraged).
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